Darius
DARIUSSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 9.5 | 8 | 6.5 | 5 |
| Cost | 35 | 40 | 45 | 50 |
| Blade Base Damage | 50 | 90 | 130 | 170 |
| Blade AD Ratio | 100% | 115% | 130% | 145% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 5.5 | |||
| Cost | 30 | |||
| Attack Damage | 30% | 40% | 50% | 60% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 18 | 16 | 14 | 12 |
| Cost | 45 | |||
| Armor Penetration | 15% | 22% | 29% | 36% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 65 | 60 |
| Cost | 100 | 100 | 0 |
| Base Damage | 125 | 250 | 375 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+S← S49.4%15.1%14.2%
- Master+S← S49.5%14.8%13.8%
- ChallengerS← S49.5%13.8%11.7%
- LegendaryS← S50.6%13.8%11.3%
Tencent official (CN server) / Top / 2026-11-06
Tier stays S at every rank, with only a 1.2 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Top
One dot per championTier and numbers
- TierWinPickBan
- Diamond+A← A50.4%6.2%14.2%
- Master+A← A50.5%6.5%13.8%
- ChallengerS← S50.8%7.0%11.7%
- LegendaryS← S50.8%6.7%11.3%
Tencent official (CN server) / Jungle / 2026-11-06
Tier moves A → S across ranks, a 0.4 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Jungle
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 55.2%
- 53.8%
- 52.4%
- 57.7%
- 50.6%
- 59.2%
- 53.0%
- 55.2%
- 49.5%
- 47.1%
- 53.6%
- 52.6%
- 52.9%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 50.0%
- 50.6%
- 47.5%
- 49.7%
- 49.2%
- 45.2%
- 48.9%
- 50.1%
- 46.9%
- 46.1%
- 42.3%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 49.5%
- 48.6%
- 47.0%
Official Tencent data (China server)Diamond+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 53.7%
- 51.7%
- 53.8%
- 55.2%
- 53.3%
- 58.4%
- 55.4%
- 52.5%
- 60.3%
- 53.3%
- 50.8%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 50.6%
- 50.6%
- 48.7%
- 49.9%
- 49.9%
- 48.9%
- 47.0%
- 49.8%
- 50.1%
- 51.9%
- 47.2%
- 51.0%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.5%
- 49.5%
Official Tencent data (China server)Master+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 55.4%
- 53.5%
- 52.7%
- 58.0%
- 50.5%
- 59.0%
- 53.5%
- 55.4%
- 49.1%
- 48.7%
- 53.2%
- 54.9%
- 52.7%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 50.5%
- 47.5%
- 49.1%
- 49.5%
- 45.5%
- 49.0%
- 50.9%
- 47.0%
- 45.2%
- 42.7%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 47.8%
- 42.7%
- 42.3%
- 46.5%
Official Tencent data (China server)Master+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 53.6%
- 51.8%
- 54.2%
- 55.1%
- 53.0%
- 58.0%
- 54.4%
- 60.4%
- 55.3%
- 49.5%
- 52.5%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 50.7%
- 50.4%
- 48.7%
- 50.0%
- 50.8%
- 48.1%
- 49.4%
- 50.1%
- 50.4%
- 51.8%
- 51.1%
- 48.0%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 36.8%
- 80.0%
Official Tencent data (China server)Challenger / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 52.6%
- 56.8%
- 59.0%
- 58.0%
- 51.5%
- 51.4%
- 55.8%
- 54.8%
- 53.3%
- 48.2%
- 57.1%
- 62.7%
- 49.1%
- 52.0%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 50.8%
- 49.7%
- 47.2%
- 49.8%
- 48.6%
- 47.8%
- 52.4%
- 48.1%
- 46.3%
- 46.7%
Summoner spells3 combos, by pick rateby win rate
- CombinationPickWin
- 49.8%
- 48.9%
- 47.0%
Official Tencent data (China server)Challenger / JungleAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 52.7%
- 52.5%
- 56.9%
- 55.5%
- 55.1%
- 54.5%
- 53.6%
- 60.1%
- 60.8%
- 48.9%
- 53.8%
- 57.8%
- 59.8%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 50.9%
- 51.2%
- 48.6%
- 52.7%
- 51.3%
- 51.7%
- 54.3%
- 53.0%
- 46.9%
- 49.8%
- 57.3%
- 53.5%
- 54.1%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 51.0%
- 49.7%
Official Tencent data (China server)Legendary / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 55.6%
- 55.6%
- 58.0%
- 57.7%
- 50.9%
- 50.7%
- 48.0%
- 55.6%
- 55.8%
- 53.9%
- 61.2%
- 58.0%
- 59.7%
- 49.3%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 50.3%
- 52.8%
- 50.3%
- 49.4%
- 50.3%
- 49.0%
- 49.7%
- 46.5%
- 51.1%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.5%
- 48.7%
Official Tencent data (China server)Legendary / JungleAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 55.6%
- 50.3%
- 60.9%
- 53.7%
- 57.6%
- 58.0%
- 61.0%
- 42.6%
- 62.5%
- 61.0%
- 58.6%
- 53.7%
- 61.2%
- 70.2%
- 59.6%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 50.5%
- 51.2%
- 46.4%
- 48.1%
- 52.0%
- 45.0%
- 47.7%
- 53.9%
- 49.4%
- 53.2%
- 45.8%
- 53.1%
- 60.0%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.1%
- 53.3%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds6 builds
- Streamer / proCore itemsKeystone, spells
Items in these builds
Stridebreaker6 of 6
Armored Advance5 of 6
Amaranth's Twinguard4 of 6
Sterak's Gage4 of 6
Death's Dance3 of 6
Randuin's Omen3 of 6
Spear of Shojin2 of 6
Mortal Reminder2 of 6
Guardian Angel1 of 6
Chainlaced Crushers1 of 6
Dead Man's Plate1 of 6
Trinity Force1 of 6
Frozen Heart1 of 6
Force of Nature1 of 6
Experimental Hexplate1 of 6
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Stridebreaker
Spear of Shojin
Sterak's Gage
Death's Dance
Trinity Force
Mortal Reminder
Chempunk Chainsword
Eclipse
Sundered Sky
Experimental Hexplate
Black Cleaver
Goredrinker
Mercurial Scimitar
Blade of the Ruined King
Serylda’s Grudge
Guardian Angel
Divine Sunderer
Youmuu's Ghostblade
The Collector
Wit's End
Galeforce
Dominik’s Regards
Runes
Keystone
Domination
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Base Health: 650 → 660
- Base Armor: 52 → 45
- Health per Level: 144 → 148
- Attack Speed Ratio: 0.625
- Base Attack Speed: 0.625
- Base Bonus Attack Speed: 0.17
- Attack Speed per Level: 0.008
7.2Buff
Crippling Strike
- [New] Killing a target refunds 50% of Crippling Strike's cooldown and 100% of its mana cost.
Analysis
Nothing equippedCombat Power at Lv15 is 13,298 (#12 of 142, #6 of 37 Fighter). About the same as #23 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 6,427 | 5,897 | 6,196 | 23 |
| 2 | 7,192 | 6,459 | 6,866 | 14 |
| 3 | 7,684 | 6,934 | 7,443 | 22 |
| 4 | 8,231 | 7,485 | 8,023 | 24 |
| 5 | 8,712 | 7,899 | 8,416 | 26 |
| 6 | 9,115 | 8,244 | 8,734 | 22 |
| 7 | 9,547 | 8,552 | 9,099 | 20 |
| 8 | 9,929 | 8,948 | 9,505 | 20 |
| 9 | 10,506 | 9,378 | 10,013 | 16 |
| 10 | 10,947 | 9,716 | 10,319 | 15 |
| 11 | 11,393 | 10,018 | 10,657 | 14 |
| 12 | 11,885 | 10,461 | 11,188 | 14 |
| 13 | 12,383 | 10,786 | 11,518 | 13 |
| 14 | 12,831 | 11,138 | 11,829 | 12 |
| 15 | 13,298 | 11,462 | 12,217 | 12 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Physical damage89G
- Noxian Might (attack damage)2,943G
Combat only: 50%At most once per 8s- Heal (% missing health)1,796G
Combat only: 50%At most once per 8sSkill ranks from level- Bonus physical damage (empowered attack)218G
- Slow1,537G
Combat only: 50%At most once per 8sDamage valued like healingSurvival factorMove speed % as flatChampion medianSkill ranks from level- Armor penetration2,400G
- Slow683G
Survival factorMove speed % as flatChampion medianSkill ranks from level- True damage247G
Combat only: 50%Skill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
| Lv 15 | Darius | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,732 | 1,832 | 2,422 | 2,732 |
| Armor | 116 | 34 | 104 | 127 |
| Magic Resist | 66 | 45 | 60 | 80 |
| Attack | 147 | 50 | 109.5 | 147 |
| Attack Speed | 0.801 | 0.735 | 0.951 | 1.252 |
| Move Speed | 350 | 335 | 350 | 360 |
| HP regen | 19 | 14 | 19 | 29 |
| MP | 919 | 802 | 1,080 | 1,390 |
| MP regen | 16 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




